Multi-Faceted Arcade Game Device

ABSTRACT

With the introduction of multi-level playfields all playfields being of a significant area within the gaming cabinet there is an as yet unrealised opportunity to develop scoring devices that each serve all or at least more than one playfield. These scoring devices can be specifically designed to only obstruct the view of and the playing on of a minimal proportion of playable area. That they serve more than one level also provides the chance to construct elaborate game rules involving scoring in sequence on various parts of the devices. The scoring device embodied here is specifically a new target device.

BACKGROUND OF THE INVENTION

Amusement games such as pinball machines are well known in the art. By way of example U.S. Pat. No. 5,833,236 of 1998 for Williams Electronic Games Inc. and 2013/0228970 for Multimorphic Inc. illustrate and describe amusement games having a main cabinet body housing a playfield on which the main game actions are carried out.

The most common configuration for a pinball machine as described is to have a main cabinet containing a game playfield. The cabinet is of such a size as has become an accepted standard in the industry by providing a good balance between being large enough to give a player an extensive enough field of play for interest while not being so large that there cannot be found room to house the pinball machine itself. The playfield generally extends to cover as much of the area available inside the bounds of the main cabinet walls as possible to provide the player with as extensive a game area as possible. The main cabinet has a glass top over the playfield mainly to protect all operating mechanisms on the playfield from interference, damage and dirt but also from manipulation by a player to increase their score. Usually at the rear end of the cabinet furthest from the player and mounted on top of the main cabinet is the backbox which may include among other things scoring displays, a graphic either moving or still reflecting the games theme and loudspeakers giving sound effects and instructions for the player.

The playfield within the cabinet is made up of a generally flat nearly horizontal surface inclined at a shallow angle sloping down towards the front end of the cabinet where the player stands. This shallow angle is designed to encourage the pinball or pinballs in play on the playfield to roll down towards the front end of the playfield and cabinet where an outlet or drain hole is positioned to take the pinball or pinballs out of play should the player not be able to stop this downwards roll. Indeed it is the main object of the game for the player to maintain the pinball or pinballs in play and direct it or them over the playfield and so contact as many scoring aspects as possible before it or they drain. The main playfield device that the player uses to influence the pinball's travel over the playfield are one or more flippers or paddles that can be actuated at chosen times by not only but often including the player to impact and direct the pinball in a limited number of directions and often including back upwards over the sloping playfield. These flippers are positioned on the playfield in strategic positions that will allow a skilled player to direct a pinball over the playfield to achieve all scoring objectives required by the game play rules. The scoring objectives may require that the player directs the pinball to roll along the playfield surface and interact with a number of different types of playfield devices on the playfield surface that then register that interaction on scoringly interactive aspects and signal that same interaction with some signal to the electronics of an associated game controller which is also associated with a software program that among other things registers that interaction and initiates appropriate resulting game electro-mechanical actions, lighting displays and scoreboard records. Some but not all of the common scoring devices with aspects that react to the presence or impact of a pinball are targets, bumpers, slingshots, rollovers, spinners, target holes and ramps and these are generally known in the art. Target assemblies are described for instance in U.S. Pat. No. 4,354,681 of 1982 for Gottlieb and Co. and bumpers have been described at least as early as 1941 in U.S. Pat. No. 2,318,394 for Raymond Moloney. Various games have also included custom designed versions of these or other targets to create something at least visually special for that game. An example of such a special scoring feature is included in the game Medieval Madness of 1997 from Williams Electronic Games Inc. In this game a feature is provided in the shape of a castle. The main scoring target in the game requires the player to hit the castle drawbridge with the pinball causing the drawbridge to lower, then to strike the same target area again with the pinball a number of times to lower the portcullis, and then strike the pinball to the same target area again so that it enters the castle door where-upon the castle breaks apart and the greatest single game score is gained. In this game example a specific visual feature in the form of a castle with the scoring aspect being its drawbridge has been teamed with the game's medieval storyline and game rules kept in the form of a software program and which are either satisfied by a player's actions gaining a score increase or left not completed and the player with a lower score.

Deficiencies of the Prior Art

A number of strategies have been adopted in the known art to increase player interest but all have limitations and none have made full use of the possible advantages provided by using multi-level playfields. The most fundamental way to increase player interest is to provide more scoringly interactive aspects of scoring devices on the playfield in a game and particularly in a way where the player can actively interact with the scoringly interactive aspects in skilled and intentional ways that have not been available before. That is the player can score by using skill to direct a pinball to various playfield scoring aspects following a strategy rather than just waiting and hoping for some nearly random score increase. This preferably needs to be achieved without increasing game machine size to a point where the machines can't realistically be housed. Alternately and commonly machines with the same basic scoring devices have been given a new look and feel through light displays, playfield decoration and modelled features such as the castle described previously, backbox video graphics and increased complexity of game rules. This comes some way to adding to player interest but doesn't perhaps add many extra actual device scoring aspects to interact with.

Some specific examples of how pinball machines have developed to increase player interest apart from visual appearance and rule changes are outlined here to give a full understanding of physical game layout development so far.

Pinball machines have been offered with increased cabinet size, most commonly but not solely increased to what has become termed a wide-body machine, allowing the playfield within to be larger and so increase the number of playfield devices with scoring aspects that can be fitted, increase the complexity of the game strategy or storyline and so increase player interest. These pinball machines are as the name suggests however wider than standard and so take up more space which is a disadvantage to arcade proprietors who desire to house the largest number of machines in their available space to attract more players at one time and is also a similar disadvantage for private owners wanting to fit machines in their own residential dwellings or elsewhere. Twilight Zone is an example of a wide-body pinball machine released in 1993 by Bally Manufacturing Corporation. A further way to add player interest has been to include extra small playfield areas within one machine and there have been a number of playfield layouts devised as such. Sometimes this is achieved by dividing up the one surface of a playfield area into separate playable areas each with their own set of playfield devices and game rules. An example of such is the Split Second pinball game of 1981 from Stern Electronics Inc. Here a small area of playfield is fenced off within the main playfield and contains its own flippers and scoring devices. This does not increase the overall playable area though or provide more area for playfield devices. Similarly U.S. Pat. No. 2013/0228970 for Multimorphic Inc. describes an amusement game where part of the playfield area can be fenced off from another part at different times during a game these times depending on game rules. This action again does not add playfield area or extra playfield devices to the game apart from the moveable fence that partitions the playfield.

Another method to increase player interest has been to provide extra small playfield areas either above or beneath the main playfield surface. An example of this is given by patent FR1422335 of 1964 for Marcel Roussille describing a pinball machine with both a small lower playfield beneath the main playfield and viewable from above through a window section in the main playfield and also a second small playfield area raised over the main playfield which then obscures that area of the main playfield beneath but which is raised sufficiently that a pinball travelling over the main playfield can still travel across that obscured main playfield surface. The lowered and raised playfield areas have scoring devices but no player interaction with flippers etc. The main playfield surface directly above the small lowered playfield area is provided as a window and although the pinball can pass over this window as part of the main playfield surface the window area is so small that no devices can be mounted on this window area as their mechanisms would interfere with the lower playfield area underneath and in any case they would obstruct the player's view of the lower area. So even with the provision of these two additional small playfields on different levels no extra interactive playable area has been added to the game. Merely portions of it have been moved to different places. Another game detailed in patent EP0068451 of 1981 for Gottlieb details a main playfield with a second lower playfield area placed beneath it and also visible through a window part of the upper playfield surface. Here too playfield devices each only serve the one playfield surface that they are associated with. No playfield devices can be arranged above the playfield placed beneath and so this main upper playfield area is reserved to solely be an uninterrupted window area. And although in this case both levels are provided with flippers so that active player interaction can occur on both levels the total interactive area has not been much increased.

Similar strategies to increase player interest have been offered by a number of pinball companies. Some include the game Black Knight of 1980 from Williams Electronic Games Inc. and the games Farfalla and Pinball Champ both of 1983 from Zaccario. Here the smaller upper playfields have either a see-through or solid base and also flippers and scoring devices, while the area of the main playfield below has scoring devices but relies on the pinball being acted on from elsewhere on that main playfield to send it into this lower area. The strategy of adding small areas at different levels to increase interest has also been continued recently in the game Pirates Of The Caribbean of 2018 by Jersey Jack Pinball but here also active play or interaction with the pinball is not possible under this games' small raised area and so the interactive playfield area is not increased.

So it can be seen that over many years of pinball manufacturing, without changing the size of the main cabinet, there has been no great advance in increasing interactive playfield area or increasing the number of scoringly interactive aspects available in a game to pique player interest. Similarly as yet scoring playfield devices have remained unchanged in that they largely only act or are acted on in relation to the one playfield level and surface that they are mounted on. In any case the construction of known art scoring devices does not encourage their application to scoring on more than one playfield as their electromechanical workings are often larger than their scoringly interactive aspects and in simply duplicating both to serve two playfields the duplicated electromechanical workings would obscure and prevent play on some parts of those playfields.

For explanation of how the known art playfield devices are currently installed included here are FIGS. 1,2,3 . With reference to the Figures, a typical example from the known art of a pinball machine 1 is shown in FIG. 1 and this layout of main cabinet 2 with playfield 3 and backbox 4 is well known in the art. Single Playfield 3 provides one largely flat surface area 3′ over which the pinball 5 is directed. FIG. 2 shows a view of some playfield devices such as scoring target assemblies 6, scoring bumpers 7, scoring kickers 8 and pinball motivating flippers 9 and 10. For example scoring target assemblies 6 each have a target assembly scoringly interactive aspect 6″ where the pinball can interact with the target assembly and so generate a score. FIG. 3 is provided with a main cabinet side panel removed to show an exposed view of the electromechanical workings of playfield devices below the playfield 3 and with flipper 10 removed for clarity. From FIG. 3 the usually unseen electromechanical mechanisms 6′, 7′, 8′, 9′ that are needed to cause operation of and monitor their respective visible playfield devices can be seen to be extensive in size and make up the bulk of that known art device assembly. It can also be seen that these known art devices are mounted to and serve only one playfield 3 with player interactive scoring through interactive movement of a pinball possible on the surface 3′ of that playfield 3 only. If considering adding a second playfield above playfield 3, then to simply duplicate these playfield devices on an upper playfield the electromechanical mechanisms of those higher playfield devices would obscure parts of the lower playfield from player view and also even prevent play on some of that lower playfield area as the pinball simply could not travel where obstructed by those electromechanical mechanisms.

Illustrating this FIG. 12 shows a possible new pinball machine 11 that has a main cabinet 42 and backbox 44. This machine 11 has a second playfield 12 with a surface 12′ of a significantly large area with respect to main playfield 13 and spaced at a distance “a” above the main playfield 13 and its associated surface 13′. Both second playfield 12 and its surface 12′ are transparent so viewing of playfield 13 below is not obstructed. FIG. 13 shows a closer view of the 2 playfields and the layout and spacing of playfield devices in FIG. 13 is very similar to the known art pinball machine 1. The playfield devices in FIG. 13 are arranged to provide both the main playfield 13 and the second playfield 12 with scoring devices and flippers. The main playfield 13 includes scoring target assemblies 18, scoring target assemblies 17, scoring kickers 58 and pinball motivating flippers 59 and pinball motivating flipper 60. Second clear playfield 12 raised above main playfield 13 includes scoring target assemblies 19, scoring target assemblies 17, and pinball motivating flippers 15.

Describing how current art playfield scoring devices would occupy significant space in such a multi-level playfield, FIG. 14 is provided with a main cabinet side panel removed to show an exposed view of the electromechanical workings of playfield devices and with flipper 60 removed for clarity. FIG. 14 shows known art target assembly 18 serving main playfield 13 and known art target assembly 19 serving second playfield 12. As with most known art targets they have scoring faces all facing one direction and have to be contacted when primed ready for contact by a moving pinball approaching from this facing side to score as no effect is gained from contacting them from the other side. The targets shown are a specific type of target assembly scoring device known as drop targets. They are considered the most interesting format of target in the known art as the actual scoring face moves when contacted by the pinball and drops below the playfield surface so giving the player great visual feedback confirming their successful shot. To achieve this expressive movement though a mechanism of considerable size has been used in a format largely unchanged for many years. FIG. 14 shows that the electromechanical mechanisms 19′ of such targets take up a large volume below second playfield 12 that is also a large area of the main playfield 13 such that an area of main playfield 13 has to be sectioned off with barrier 20 to prevent a pinball travelling on playfield surface 13′ from contacting the electromechanical mechanisms 19′. If the example target assemblies 19 had been positioned on playfield 12 in some position towards the centre of that playfield away from the playfield edges as shown, the obstruction of view of and ball travel on the lower playfield 13 would have been even more significant. Alternately when conceiving of a single target assembly to serve more than 1 playfield level, that the known art electromechanical mechanisms 19′ are so large is a big disadvantage because if they were simply duplicated within a new single target assembly their bulk would be a big obstruction to both view and play. The known art electromechanical mechanism is now described as a background to the new design direction.

FIGS. 4,5 show a current known art drop target assembly such as item 6 in FIG. 1 and item 18 in FIG. 12 but shown here in a cutaway section of playfield 3. The target assembly shown has 4 individual targets 6T and is so known as a 4 bank target but target assemblies of other numbers of targets are similarly known in the art. The individual targets are all sitting at rest not yet contacted by a moving pinball. Mounting frame 64 enables the bumper to be fastened to the underside of main playfield 3 and forms a frame to hold and guide 4 moveable target elements 6T1,2,3,4 and also holds solenoid coils 61 and 62. Within the solenoid coils lie their respectively associated plungers 61′ and 62′. These lower components make up the electromechanical mechanisms 6′ that lie below playfield 3. The upper parts of target elements 6T lie above playfield 3 when at rest in the target assembly's scoringly interactive aspect 6″. The target elements are held primed in this upwards position by a hook retention means not shown against a spring urging means not shown otherwise urging the target elements to move to a lower un-primed position below playfield 3. The primed upwardly retained 4 target elements 6T so offer respectively primed scoring faces 6T1″,2″,3″,4″ in a position to be contacted and moved by the pinball and so cause a score to be registered. FIGS. 6,7 show pinball 5 contacting scoring face 6T1″ so pushing the top of target element 6T1 towards the left and so unhooking it from the hook retention means. Immediately following this FIGS. 8,9 show moveable target element 6T1 un-primed having dropped below playfield 3 and pinball 5 rebounded slightly away from its contact position. At this time a sensing switch not shown registers the lowering of target element 6T1 and the triggering signal then generated being used to trigger some electronic action or event recording controlled by the electronics of an associated game controller which is also associated with a software program. After this event in the example shown there are still 3 remaining primed target elements 6T2,3,4 raised and offering scoring faces 6T2″,3″,4″ in a position to be contacted by the pinball and so cause a further score to be registered. Often the associated software program is arranged to leave any contacted target elements in their lowered un-primed position until all targets have been contacted by a suitably skilled player directing pinball 5. There is also some often maximised score offered for contacting and so lowering all target elements. After this has been achieved or at some time in the game that the target assembly needs to be reset FIG. 10 shows the resetting of the target assembly 6 ready for more scoring interaction of the same format and from the same pinball approach direction as before. A software program urges the electronics of an associated game controller to apply a voltage to solenoid 61 which causes its associated plunger 61′ to rise similarly causing its further associated reset plate 63 to rise and still further contacting and similarly lifting all 4 target elements or at least as many as have been scored against and so lowered. Upon lifting these sufficiently against the urging of their respective spring urging means they re-hook onto their respective hook retention means not shown and so are retained in this upwardly primed position until contacted again by another pinball. After all 4 target elements are hooked in place and primed solenoid 61 is released and its associated plunger 61′ and associated reset plate 63 return to their lowered position as shown in FIG. 11 . Solenoid 62 is provided with an associated mechanism not shown to unseat any target elements that have not been contacted by a pinball so that they too drop to their lowered positions by way of testing that all the target assembly elements function at least during the resetting process.

It can be seen that in the known art to provide a target scoring assembly with moving features providing good visual scoring feedback to the player an extensive electromechanical mechanism is needed. This takes up much room and if merely duplicated to serve more than one vertically spaced playfield there would be much obstruction of both player view of and pinball movement on the playfield surfaces.

OBJECT OF THE INVENTION

It is the object of this invention to increase player interest by providing a new pinball scoring playfield device that effectively serves more than one playfield without creating obstruction of the view or play on those playfields and so facilitates more player scoring interaction and scoring interaction in ways that have not been offered before. In addition it will be shown that the same mechanism used in this new device can offer extra functionality and scoring challenges to single playfield scoring devices.

SUMMARY

Herein is described a new playfield target assembly as a scoring device that allows gameplay and scoring in different and perhaps more complex ways than previous devices allowed and so challenges players more. It facilitates scoring interaction between and on more than one playfield level during a game. It satisfies the necessity of having an electromechanical mechanism that doesn't obstruct either the view of or the play on those playfields. As these new devices are compact and can be mounted in the middle of a clear playfield without significantly obstructing the view beneath, these new devices facilitate the use of significantly sized multi-layer playfield layouts. This greatly increases total player interactive playfield area, allows provision of more scoring aspects, and gives the opportunity for more elaborate game strategy requiring certain ordered interaction with those scoring aspects within a main cabinet of standard size. In addition the same electromechanical mechanism can offer extra functionality and scoring challenges to single playfield scoring devices. These advancements totaled together greatly increase the variety of scoring devices and scoring rules that can be combined within a game and increase player challenge and interest. Conceiving a completely new target assembly electromechanical mechanism concept providing greatly enhanced functionality was a significant problem to be overcome when developing forward from the current very traditional and longstanding art.

BRIEF DESCRIPTION OF THE DRAWINGS

A preferred embodiment of the invention will now be described by way of example only with reference to the accompanying drawings wherein:

FIG. 1 is a pictorial view of a typical pinball machine as known in the current art.

FIG. 2 is a view looking down from above of the playfield area of the pinball machine in FIG. 1 .

FIG. 3 is a left side view of the pinball machine in FIG. 1 with a side panel removed allowing a view of the inner workings.

FIG. 4 is a pictorial view of a known art drop target assembly in a rest position and mounted within a playfield.

FIG. 5 is a side view of the drop target assembly in FIG. 4 with an associated pinball active during playing of a pinball game.

FIG. 6 is pictorial view of the drop target assembly in FIG. 5 with a pinball contacting a one of four targets.

FIG. 7 is a side view of the drop target assembly shown in FIG. 6 .

FIG. 8 is a pictorial view of the drop target assembly in FIG. 7 with the target element that the pinball contacted dropped below the playfield.

FIG. 9 is a side view of the drop target assembly shown in FIG. 8 .

FIG. 10 is a pictorial view of the drop target assembly in FIG. 9 after the target element has been reset above the playfield.

FIG. 11 is a pictorial view of the drop target assembly in FIG. 10 after the resetting process has been completed.

FIG. 12 is a perspective view of a pinball machine associated with an embodiment of the current invention.

FIG. 13 is a view looking down from above of the playfield area of the pinball machine in FIG. 12 .

FIG. 14 is a left side view of the pinball machine in FIG. 12 with a side panel removed allowing a view of the inner workings.

FIG. 15 is a pictorial front view of the embodiment of the present invention target assembly in a rest position and mounted within 2 playfield surfaces in accordance with an embodiment of the present invention.

FIG. 16 is a pictorial rear view of the embodiment of the present invention target assembly in FIG. 15 in a rest position and mounted within 2 playfield surfaces in accordance with an embodiment of the present invention.

FIG. 17 is a front view of the bumper assembly in FIG. 17 with all items at rest.

FIG. 18 is a side view of the bumper assembly in FIG. 16 with all items at rest.

FIG. 19 is a side section view of the bumper assembly in FIG. 18 taken through T1 with all items at rest.

FIG. 20 is a partial side section view of the bumper assembly in FIG. 19 .

FIG. 21 is a side section view of the bumper assembly in FIG. 18 taken through T1 partially contacted by a pinball.

FIG. 22 is a partial side section view of the bumper assembly in FIG. 21 .

FIG. 23 is a side section view of the bumper assembly in FIG. 18 taken through T1 fully contacted by a pinball.

FIG. 24 is a partial side section view of the bumper assembly in FIG. 23 .

FIG. 25 is a side section view of the bumper assembly in FIG. 18 taken through T1 while being reset.

FIG. 26 is a partial side section view of the bumper assembly in FIG. 25 .

FIG. 27 is a side section view of the bumper assembly in FIG. 18 taken through T1 after being reset.

FIG. 28 is a partial side section view of the bumper assembly in FIG. 27 .

FIG. 29 is a side section view of the bumper assembly in FIG. 18 taken through T1 after being caught after reverse scoring.

FIG. 30 is a partial side section view of the bumper assembly in FIG. 29 .

FIG. 31 is a side section view of the bumper assembly in FIG. 18 taken through T2 after being caught after reverse scoring.

FIG. 32 is a partial side section view of the bumper assembly in FIG. 31 .

FIG. 33 is a side section view of the bumper assembly in FIG. 18 taken through T2 after being put into a free reset.

FIG. 34 is a partial side section view of the bumper assembly in FIG. 33 .

FIG. 35 is a side section view of the bumper assembly in FIG. 18 taken through T2 ready to score on playfield 13.

FIG. 36 is a partial side section view of the bumper assembly in FIG. 35 .

FIG. 37 is a side section view of the bumper assembly in FIG. 18 taken through T1 implementing a full reset.

FIG. 38 is a partial side section view of the bumper assembly in FIG. 37 .

FIG. 39 is a side section view of the bumper assembly in FIG. 18 taken through T1 after implementing a full reset.

FIG. 40 is a partial side section view of the bumper assembly in FIG. 39 .

FIG. 41 is a pictorial front view of a first variant of the present invention target assembly in a rest position and mounted within 2 playfield surfaces.

FIG. 42 is a pictorial rear view of the first variant of the present invention target assembly in FIG. 41 in a rest position and mounted within 2 playfield surfaces.

FIG. 43 is a pictorial front view of a second variant of the present invention target assembly in a rest position and mounted within 3 playfield surfaces.

FIG. 44 is a pictorial rear view of the second variant of the present invention target assembly in FIG. 43 in a rest position and mounted within 3 playfield surfaces.

FIG. 45 is a pictorial front view of a third variant of the present invention target assembly in a rest position and mounted within 1 playfield surface.

FIG. 46 is a pictorial rear view of the third variant of the present invention target assembly in FIG. 45 in a rest position and mounted within 1 playfield surface.

FIG. 47 is a side view of the third variant of the present invention target assembly in FIG. 45 in a rest position and mounted within 1 playfield surface.

FIG. 48 is a section view of the third variant of the present invention target assembly in FIG. 47 .

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

The following description is not intended to limit the invention to being in the embodiment as depicted and described here but as those with only ordinary skill in the art are able to appreciate the form size and shape may be adapted to fit many assembled situations.

Re-confirming FIG. 12 shows a new pinball machine 11 that has a main cabinet 42 and backbox 44. This machine 11 has a second playfield 12 with a surface 12′ of a significantly large area with respect to main playfield 13 and spaced at a distance “a” above the main playfield 13 and its associated surface 13′. Both second playfield 12 and its surface 12′ are transparent and can be seen through so viewing of playfield 13 below is not obstructed. Although depicted here in the size chosen for FIG. 12 it can be seen that second clear playfield 12 and its area 12′ could indeed be of any size extending up to and including over all of the main playfield 13 and its surface area 13′ or alternately covering very little of main playfield 13. Similarly there is no limiting factor that prevents more than one extra playfield from being provided and multiple extra levels each of any size are equally possible. As depicted in FIG. 12 Ramp 14 allows a pinball to travel to this second level and the pinball so may return to the main playfield level by rolling down ramp 14 or by passing between flippers 15 and falling over the edge 16 of second playfield area 12. If indeed some higher level playfield 12 covered all of some lower level playfield 13 the top end of some ramp 14 could offer the pinball so through a hole in the higher level playfield to that playfield and as a method of proceeding from the higher level playfield to the lower playfield after the pinball passed between some flippers 15 that pinball could drop through a hole in the higher playfield to the lower playfield.

And also re-confirming FIG. 13 shows a closer view of the 2 playfields and although the layout and spacing of playfield devices in FIG. 13 is very similar to the known art pinball machine 1. The playfield devices in FIG. 13 are arranged to provide both the main playfield 13 and the second playfield 12 with scoring devices and flippers. The main playfield 13 includes scoring target assemblies 18, scoring target assemblies 17, scoring kickers 58 and pinball motivating flippers 59 and pinball motivating flipper 60. Second clear playfield 12 raised above main playfield 13 includes scoring target assemblies 19, scoring target assemblies 17 and pinball motivating flippers 15. It can be seen that the embodiment of the invention target assemblies 17 are of a double height construction and so can provide both target assembly scoringly interactive aspects 17″ and 17′″ that can be interacted with by a pinball on both or either playfield levels. It should also be noted that although the target assemblies shown in this example of FIG. 13 have 4 individual target elements offering 4 scoring faces on each playfield level there is no physical limit preventing an alternate number of target elements being offered giving more or less scoring faces on each playfield.

The target assemblies 17 however each have only the same electromechanical mechanisms 17′ by physical size as shown in FIG. 14 as the electromechanical mechanisms 6′ in earlier known target assemblies 6. Additionally the electromechanical mechanisms 17′ may even be more compact but in any case the complete electromechanical mechanism 17′ is concealed below playfield 13 and so not obstructive to view or play. The visible target assembly scoringly interactive aspects 17″ and 17′″ on each playfield level respectively of each target assembly 17 are also each only slightly larger than the visible scoringly interactive items 7″ of the earlier target assemblies. So it can be seen that the new embodiment of the invention target assembly 17 provides ways of scoring interactively with different levels of the pinball machine within the one single compact assembly without removing or obscuring from view any significant playing area as would happen when using known art devices. This allows a pinball machine designer to increase the number of scoringly interactive aspects that can be made available for a player to strive to hit while still having easy viewing access to undiminished playfield areas. In addition it provides the possibility to increase complexity by constructing game rules that require a player to proceed to and score on the target assemblies on all different playfield levels during the game and interact with the different scoringly interactive aspects in order to maximise their score. This game rules strategy could ultimately extend to one level of scoring aspect being made non-scoring on a target or targets until that or those targets sense a scoring hit on their other scoringly interactive aspect or aspects or some other scoring strategy.

The exact construction and part arrangement of a suitably performing target assembly is not limited to that described in the following but this embodiment of the invention target assembly 17 serves to show one preferred construction arrangement that provides the required functionality for increased player interest.

FIGS. 15-20 will describe the construction of a preferred embodiment of the invention target assembly 17 and then FIGS. 20-38 further describe the operation of the preferred embodiment of the invention target assembly 17. Initially the operation will be described to replicate the interest and function of known art target assemblies on each playfield but it will also be later shown that merely setting the electromechanical mechanism components in alternate positions within the same new target assembly before during or after a game can allow the target assembly to gain extra and alternate functionality.

FIGS. 15-18 show the target assembly 17 fitted so that its electromechanical mechanism 17′ is positioned below main playfield 13 and playfield 13 is shown here in cutout form. The first scoringly interactive aspect 17″ of target assembly 17 where scoring can occur through interaction with a pinball is then above main playfield 13 where a pinball 50 can roll over playfield surface 13′ approaching this scoringly interactive aspect of the target assembly identified here as 17″. Above this again is second playfield 12 which is also shown here in cutout form and with its associated surface 12′ are both transparent. And yet further above surface 12′ is positioned the second level of target assembly 17 where scoring can occur through interaction with a pinball where pinball 51 can roll over playfield surface 12′ and interact with this second scoringly interactive aspect of the target assembly identified here as 17″.

FIG. 19 shows a sectioned view of target assembly 17 as last depicted in FIG. 18 with all its elements in a state of readiness for scoring from contact by a pinball travelling over playfield surface 13′. There are 4 individual target elements T are designated T1, T2, T3, T4. More specifically FIG. 19 shows a section through target element T1 only but all other 3 target elements in this embodiment work in an identical manner. Viewing all of FIGS. 15-20 it can be seen that target assembly 17 is made up of a mounting frame 21 which holds the majority of the electromechanical mechanism components and mounts the target assembly 17 to the underside of playfield 13. A second hinge frame 22 provides a central pivot axis 22 p giving coaxial mounting for all the individual moving target elements and is mounted to playfield 12. Each of these individual target elements has in turn a lower target scoring face positioned within the first target assembly scoringly interactive aspect 17″ for example T1″ and an upper target scoring face positioned within the second target assembly scoringly interactive aspect 17′″ for example T1′″. These lower and upper target scoring faces form a pair and by their both being associated with a single target element the motion of one is always associated by a complimentary motion of the other. These lower and upper target scoring faces may be simply plain surfaces or they may include a complete or sub surface area containing some lighting element from for example an LED source giving indication of score condition of that target scoring face by way of change of colour or colour or absence of colour. The score condition status may include conditions such as that this target scoring face is available to score from or alternately that this target scoring face is non-scoring until after the next game reset or some other current condition. Mounting frame 21 also holds reset motor 23 and reset cam 24 mounted coaxially across and under all 4 targets T so that reset cam 24 is pivotable along that axis when driven by reset motor 23 when that motor is so energised by a drive signal controlled by the electronics of an associated game controller which is also associated with a software program. Also held by mounting frame 21 on respective axes allowing motion are target catch R1 and target catch defeat M1 and again there are one of each of these items associated with each target element T. Each target catch defeat M1 has an associated spring 27 urging target catch defeat M1 to remain in a latching condition with target catch R1 and hold that target catch R1 isolated from its associated respective target element T so that that target element is free to pivot when contacted by a moving pinball.

As mentioned FIGS. 18-20 show target assembly 17 in a condition ready to generate a score from contact by a pinball 50 travelling over playfield surface 13′ approaching and contacting primed scoring face T1″. Target element T1 lies rotated anti-clockwise about pivot axis 22 p as far as it can rotate so that its lower scoring face T1″ is towards the right primed ready to be contacted by a leftwards approaching pinball 50. Target element T1 is also enabled as it is free to rotate as target element T1 is not held by target catch R1 allowing a score to be recorded. FIG. 20 shows an enlarged view of the electromechanical mechanism of FIG. 19 . It can be seen that target element T1 has a downwards oriented cam lobe T1 z and at this time it lies clear of corresponding upwards oriented cam lobe M1 a on target catch defeat M1. This allows target catch defeat M1 to lie rotated anti-clockwise about axis Me so allowing catch point M1 b to engage with corresponding catch point R1 d on target catch R1 which in turn holds target catch R1 rotated anti-clockwise around axis Re so that target element hold R1 a is clear of target element pin T1 x leaving target element T1 free to move and enabled. As shown in FIGS. 21,22 when lower scoring face T1″ is contacted by a moving pinball 50 it is first urged to move towards the left so rotating target element T1 clockwise. Cam lobe T1 z on the target element also moves to the left and runs against cam lobe M1 a on target catch defeat M1 so causing target catch defeat M1 to rotate clockwise moving apart the 2 catching points M1 b and R1 d which in turn frees target catch R1 to rotate clockwise around axis Re under the urging of its own mass. Target catch R1 continues to rotate clockwise until running face R1 c contacts target element pin T1 x which by this time has moved as carried by target element T1 to be opposite running face R1 c. That target element pin T1 x contacts running face R1 c does not stop the rotation of target element T1 as the pin easily runs across the face. FIGS. 23,24 show target element T1 having continued its clockwise rotation until target element pin T1 x no longer lies opposite running face R1 c at which time target catch R1 rotates further clockwise under its own mass and target element hold R1 b drops so engaging target element pin T1 x and preventing target element T1 from moving in any direction and so disabled. It can also be seen that downwards oriented cam lobe T1 z has moved past corresponding upwards oriented cam lobe M1 a on target catch defeat M1. This has allowed target catch defeat M1 to lie rotated somewhat anti-clockwise about axis Me under urging of spring 27 waiting in readiness to catch item target catch R1 but not currently doing so. Target catch R1 is still lying rotated clockwise under the urging of its own mass and so catch point R1 d is not able to be caught by catch point M1 b. This leaves target element T1 disabled locked in position and not available for further scoring interaction until some later resetting during the game and often after all other target scoring faces at the one playfield level have been scored on. At this time scoring face T1″ is no longer primed as a pinball approaching from the left can no longer move that face any further left. However scoring face T1′″ has become primed as it has moved the farthest that it is able to the right ready to be scored on by a leftwards moving pinball on playfield surface 12′. During these sequences sensing of the scoring activity is provided by sensors 29 and 30 and sensor activator T1 y. As shown in FIGS. 19-24 sensor activator T1 y has initially been positioned closely over but not contacting sensor Sa1 which can sense this close proximity of sensor activator T1 y and generate a triggering signal which can be used to trigger some electronic action or event recording controlled by the electronics of an associated game controller which is also associated with a software program. During the sequence of movements from FIGS. 19 to 24 sensor activator T1 y moves away from sensor Sa1 and now sits over but does not contact sensor Sb1 which can sense this changed close proximity of sensor activator T1 y and generate an alternate triggering signal which can be used to trigger some electronic action or event recording that could include a player score increase and could include a change in LED colour indication of score condition of that target elements scoring faces as controlled by the electronics of an associated game controller which is also associated with a software program. Sensor activator T1 y could be a magnet and associated sensors Sa1 and Sb1 may be glass reed switches or hall effect transistors or some such device that reacts and gives an appropriate signal in response to the proximity of a magnet that may be mounted to target element T1. Alternately sensors Sa1 and Sb1 may be optical sensors that responds in some way to associated sensor activator T1 y while not being magnetic but merely just being directly opposite the sensors and then give different responses and hence different signals when associated sensor activator T1 y has moved aside from the sensors. The exact sensing particulars are not critical and a number of sensing methods are known. Scoring may continue within the same scoringly interactive aspect 17″ above main playfield 13 until all remaining target scoring surfaces have scored and their associated target elements left disabled and at that time a reset of the target assembly is made to enable all target elements ready for the next round of scoring.

At any time during a game and depending on the game rules held by a software program or by some other electromechanical timed action or by some other criteria a signal may be generated to reset target assembly 17. There are 5 different readiness conditions that this novel target assembly can be reset into.

The first is a part reset where all 4 target elements are enabled again with no concern for their current orientation. That is to say that perhaps target elements T1 and T2 had been scored on already and had progressed through movements as previously described in FIGS. 19-24 and so are sitting as shown in FIG. 24 locked disabled in position but target elements T3 and T4 had not been scored on and so T3 and T4 were still sitting enabled as shown in FIGS. 19,20 . Here a part reset can be performed not affecting the position of any target elements but so that target elements T1 and T2 become unlocked and enabled again but now require scoring contact with a pinball 51 moving on playfield 12 within target assembly scoringly interactive aspect 17′″ contacting the other paired scoring face on that target while target elements T3 and T4 remain enabled and are still ready to score from contact with a pinball 50 on playfield 13 within target assembly scoringly interactive aspect 17″. With this part reset all target elements will again be disabled and held in place after the next scoring contact on each.

The second reset is a free reset where all 4 target elements are again enabled with no concern for their current orientation but additionally they are all left free to score in any direction at any time with no disabling after the next score. That is to say that perhaps target elements T1 and T2 had been scored on already and are now disabled in position but target elements T3 and T4 had not and so T1 and T2 had progressed through movements as previously described in FIGS. 19-24 and so are sitting as shown in FIG. 24 but T3 and T4 were still sitting as shown in FIGS. 19,20 . Here a free reset can be performed so that target elements T1 and T2 become enabled again but now require scoring contact with a pinball 51 moving on playfield 12 and contacting the other paired scoring face within target assembly scoringly interactive aspect 17′″ while target elements T3 and T4 remain enabled and ready to score from contact with a pinball 50 on playfield 13 within target assembly scoringly interactive aspect 17″ and after the next scoring contact on each target element all target elements will remain enabled and ready to be scored upon in an ongoing manner when an appropriately directed pinball is directed at an appropriately primed scoring face.

The third reset is an intermediate reset and can be carried out after all 4 target element scoring faces within one target assembly scoringly interactive aspect have been scored on by contact with a pinball and so all target elements are disabled and rotatably oriented in the same direction. This condition is identified by an associated game controller which is also associated with a software program receiving signals from the 4 target element sensors confirming all 4 target elements have been scored on and moved. At this time all 4 target elements are enabled so that the alternate scoringly interactive aspect is now active and it is necessary to score by encouraging pinball contact within the alternate target scoringly interactive aspect on the alternate playfield to that last scored on with all 4 alternate scoring faces in the target element pair now being primed. With this intermediate reset all target elements will again be disabled and held in place after the next scoring contact on each until again all target elements have been scored on and another reset is made.

The forth reset is a full reset which can also be done at any time but where for instance not all 4 target elements have been scored on within one playfield level and a players turn is finished or the game rules require a reset of the target assembly back to an initial condition for the start of the next phase or start of a new game. After this reset all target elements are rotatably oriented in the same direction whether they were prior to the reset or not and this direction is particularly chosen as the direction in which the target assembly is set at the start of the game. All target elements will again be locked disabled and held in place after the next scoring contact on each until all target elements have been scored on and another reset is made.

The fifth reset or halt scoring reset can also be completed at any time and just halts all scoring on all scoring faces on all target assembly scoringly interactive aspects. This condition can be held for any time period and upon finishing and scoring resuming all target elements are rotatably oriented in the same direction whether they were prior to the reset or not and this direction is the same as the direction resulting from a forth reset in which the target assembly is set as at the start of the game. All target elements will again be locked disabled and held in place after the next scoring contact on each until all target elements have been scored on and another reset is made.

Now to describing the electromechanical process of completing all 4 resets.

The electromechanical actions of the first part and third intermediate resets are identical and described by FIGS. 23-36 . FIGS. 23-30 show a section through target element T1 and prior to the reset T1 is shown in FIGS. 23,24 while FIGS. 31-36 show a section view through target element T2 with target element T2 shown prior to the reset in FIGS. 31,32 oriented in the alternate orientation by way of allowing the similarity of the reset operation of the 2 alternate orientations to be clearly seen. At this time it is desired to unlock and enable all 4 individual target elements to allow scoring in either one of scoringly interactive aspect 17″ or 17′″ that may be appropriate to that particular target element T. In FIGS. 25,26,33,34 reset motor 23 is energised and directed to rotate anti-clockwise until the reset lobe 24 a on reset cam 24 has rotated sufficiently to raise target catches R1 and R2 and has rotated target catches R1 and R2 anti-clockwise around their common axis Re but reset cam 24 hasn't rotated so far that its reset lobe nose 24 b has made contact with any target element T. At this time catch points R1 d and R2 d have risen enough to move past respective catch points M1 b and M2 b and this allows catch defeats M1 and M2 to rotate anti-clockwise and place catch points M1 b and M2 b immediately below respective catch points R1 d and R2 d. FIGS. 27,28,35,36 show that following this action reset motor 23 is energised and directed to rotate clockwise back to its previous rest position so that reset cam lobe 24 a carried by reset cam 24 lowers away from target catches R1 and R2 which also rotates back clockwise and keeps rotating until catch points R1 d and R2 d have dropped somewhat but been caught by respective catch points M1 b and M2 b which then retain target catches R1 and R2 sufficiently raised to leave target elements T1 and T2 free to rotate and enabled when an appropriate scoring face is contacted by a moving pinball. In fact this action has been carried out for all 4 target elements and all are left ready to score from contact with a pinball at a scoringly interactive aspect. FIGS. 27,28 shows target element T1 enabled ready to generate a score from contact by a pinball 51 travelling over playfield surface 12′ onto primed scoring face T1′″. Target element T1 is rotated clockwise about pivot axis 22 p as far as it can rotate so that its upper scoring face T1′″ is primed towards the right ready to be contacted by a leftwards travelling pinball 51. Alternately after the same resetting actions FIGS. 35,36 show target element T2 enabled ready to generate a score from contact by a pinball 50 travelling over playfield surface 13′ and contacting primed scoring face T2″. Target element T2 is rotated anti-clockwise about pivot axis 22 p as far as it can rotate so that its lower scoring face T2″ is primed towards the right ready to be contacted by a leftwards travelling pinball 50. After completing the resetting process the only difference between a first part and a third intermediate reset is that after a part reset the target elements themselves may be left in different orientations with respect to each other but all target elements will be oriented identically after an intermediate reset. As stated already the method by which all target elements are kept in the same orientation with respect to each other is that target element positional sensors monitor scoring on each element and only allow a reset after all target elements have been scored upon on identical scoring faces and so moved to be in the same orientation.

The second or free reset is simply completed by the action shown in FIGS. 25,26,33,34 . Irrespective of the orientation of each of the 4 target elements reset motor 23 is energised and directed to rotate anti-clockwise until the reset lobe 24 a on reset cam 24 has rotated sufficiently to raise target catches R1 and R2 and rotate target catches R1 and R2 anti-clockwise around their axes Re. At this time catch points R1 d and R2 d have risen enough to move past catch points M1 b and M2 b and this allows catch defeats M1 and M2 to rotate anti-clockwise and place catch points M1 b and M2 b immediately below respective catch points R1 d and R2 d. With target catches R1 and R2 retained raised by reset lobe 24 a target elements T1 and T2 are left enabled and can register a score at any time an appropriately directed pinball contacts and moves a primed scoring face. Cam 24 can be left in this rotated position for any time period that the game rules require. Of course all 4 target elements T are left in the same condition as this outlined example. When this particular arrangement of gameplay is no longer required FIGS. 27,28,35,36 show that reset motor 23 is energised and directed to rotate clockwise back to its previous rest position so that reset cam lobe 24 a carried by reset cam 24 lowers away from target catches R1 and R2 which also rotate back clockwise and keep rotating until catch points R1 d and R2 d have dropped somewhat but been caught by their respective catch points M1 b and M2 b which then retain target catches R1 and R2 sufficiently raised to leave target elements T1 and T2 enabled and free to rotate when contacted by a moving pinball as shown in FIGS. 27,28,35,36 . In fact this action has been carried out for all 4 target elements and all are still left enabled to register a score from contact with a pinball on a primed scoring face but now all target elements will again each be disabled and held in place after the next scoring contact on each until another reset is made. It must be added that the free reset can be quickly set and reset at any time during a game should a variation to gameplay be required by the game rules.

With respect to discussions thus far the reverse scoring anti-clockwise motion of target elements that occurs when they have been contacted on their paired alternate scoring face by a pinball 51 moving over playfield 12 is shown in FIGS. 27-30 . The operation of the target assembly's electromechanical mechanism 17′ is identical to that described in the workings of FIGS. 19-24 and is depicted in FIGS. 27-30 with a leftwards moving pinball 51 on playfield 12. Target element T1 starts enabled free to move in FIGS. 27,28 and finishes moving caught immobile and disabled in FIGS. 29,30 with target element pin T1 x held by target element hold R1 a. As before sensor activator T1 y has changed proximity to both sensors Sa1 and Sb1 and now sits over but not contacting sensor Sa1 and so either or both sensors are able to signal this proximity change due to the moving of target element T1 and trigger some electronic action or event recording that could include a player score increase as controlled by the electronics of an associated game controller which is also associated with a software program.

The forth or full reset can also be done at any time but is often used where for instance not all 4 target elements have been scored on within one playfield level and hence not all 4 target elements are in the same orientation with respect to each other but for instance a player's turn is finished or the game rules require a reset of the target assembly back to an initial condition for the start of the next phase or start of a new game where all 4 target elements are required to all be in a known and often the same orientation.

The forth or full reset process is shown in the combination of FIGS. 37-40 . The components of the electromechanical mechanism of the target assembly can be in any possible state or position prior to a full reset including that shown in any Fig. in this document. To fully reset as shown in FIGS. 37-40 reset motor 23 is energised and directed to rotate anti-clockwise until the reset lobe 24 a on reset cam 24 has rotated sufficiently to raise target catch R1 and rotate target catch R1 anti-clockwise around its axis Re. At this time catch point Rid has risen enough to move past catch point M1 b and this allows catch defeat M1 to rotate anti-clockwise and place catch point M1 b immediately below catch point Rid. In fact FIGS. 37,38 also show that reset lobe nose 24 b has then rotated far enough anti-clockwise to ensure all 4 free target elements including T1 have been positioned in their furthest clockwise orientation with their lower ends moved to the left. FIGS. 39,40 then show that following this action reset motor 23 is energised and directed to rotate clockwise back to its previous rest position so that reset cam lobe 24 a with reset lobe nose 24 b carried by reset cam 24 are all lowered away from target catch R1 which also rotates back clockwise and keeps rotating until catch point R1 d has dropped somewhat but been caught by catch point M1 b which then retains target catch R1 sufficiently raised to leave target element T1 enabled free to rotate when a primed scoring face is contacted by a moving pinball as shown in FIGS. 39,40 . In fact this action has been carried out for all 4 target elements and all are left ready to score from contact by a pinball 51 travelling over playfield surface 12′ into scoringly interactive aspect 17′″ where the pinball can contact any of the 4 primed scoring faces T1′″,T2′″,T3′″,T4′″. All target elements will again each be disabled and held in place after the next scoring contact on each until another reset is made.

The fifth or halt scoring reset process is also shown in the combination of FIGS. 37-40 . The components of the electromechanical mechanism of the target assembly can be in any possible state or position prior to a halt scoring reset including that shown in any Fig. in this document. To halt scoring reset as shown primarily in FIGS. 37,38 reset motor 23 is energised and directed to rotate anti-clockwise until the reset lobe 24 a on reset cam 24 has rotated sufficiently to raise target catch R1 and rotate target catch R1 anti-clockwise around its axis Re. At this time catch point R1 d has risen enough to move past catch point M1 b and this allows catch defeat M1 to rotate anti-clockwise and place catch point M1 b immediately below catch point R1 d. In fact FIGS. 37,38 also show that reset lobe nose 24 b has then rotated far enough anti-clockwise to ensure all 4 free target elements including T1 have been positioned in their furthest clockwise orientation with their lower ends moved to the left. This action completes a halt reset and at this time no score can be registered by any target element as none can move and so cause a sensor change. The target assembly can remain in this condition until further control movements are initiated by the game controller. To return the target assembly to a scoring condition FIGS. 39,40 then show that reset motor 23 is energised and directed to rotate clockwise back to its previous rest position so that reset cam lobe 24 a with reset lobe nose 24 b carried by reset cam 24 are all lowered away from target catch R1 which also rotates back clockwise and keeps rotating until catch point R1 d has dropped somewhat but been caught by catch point M1 b which then retains target catch R1 sufficiently raised to leave target element T1 enabled free to rotate when a primed scoring face is contacted by a moving pinball as shown in FIGS. 39,40 . In fact this action has been carried out for all 4 target elements and all are left ready to score from contact by a pinball 51 travelling over playfield surface 12′ into scoringly interactive aspect 17′″ where the pinball can contact any of the 4 primed scoring faces T1′″,T2′″,T3′″,T4′″. All target elements will again each be disabled and held in place after the next scoring contact on each until another reset is made. The fifth reset process is really a pause in the middle of a forth full reset but it does leave the target assembly in a very unique condition for gameplay considerations.

It must be noted here that all 5 reset procedures are equally useable on all of the target assembly variants herein described.

A first variant of the construction of the target assembly 17 is shown in FIGS. 41,42 as novel variant target assembly 117. Target assembly 17 has scoringly interactive aspects with particular target scoring faces all facing in only one direction and as such it can only be scored on by a pinball approaching from one direction at each playfield level. In fact all current art targets such as target assemblies 18 and 19 shown in earlier figures are identical in this respect. However the variant target assembly 117 can also be scored on by a pinball approaching from an additional second and opposite direction on each playfield level and so contacting a second set of opposite target scoring faces R. This assembly therefor has paired scoring faces on the same side of the target elements and opposite scoring faces on the second side. The operation of the electromechanical mechanism 117′ within target assembly 117 is identical to that mechanism 17′ in target assembly 17. The only difference in scoring actions being that contacting the target elements from their second side at each playfield level will cause the target elements to move and rotate in the reverse direction during scoring than they would have during scoring contact at their first side previously. In addition to having more targets approachable from different directions all 4 previously defined reset procedures are equally valid and useable with target assembly 117 and so this can add even more variation to scoring requirements during a game and may require even more complex scoring rules within the game controlling software program to be followed to maximise scoring.

A second variant of the construction of the target assembly 17 is shown in FIGS. 43,44 as novel variant target assembly 217. Thus far target assembly 17 has only depicted a scoring device that provides scoringly interactive aspects on two playfields. However the variant target assembly 217 is constructed to provide scoringly interactive aspects on three playfields. So target assembly 217 has a third uppermost scoringly interactive aspect 217″″ above a third transparent playfield 220 and its transparent surface 220′. The construction and operation of the electromechanical mechanism 217′ is identical to that in target assembly 17 and the registering of contact with a pinball can be made in exactly the same manner. There is one new aspect that needs consideration in this new variant. Thus far within our target assemblies the target elements have rotated in a particular direction after being contacted by a pinball on a particular playfield level and in a different direction on an alternative playfield level. This information has partly been used to signal to the electronics of an associated game controller which is also associated with a software program what playfield level has been scored on and so award a score and make other required game rule progress. With target assembly 217 however scoring contact with a pinball on scoringly interactive aspects 217′″ and 217′″ both urge target elements T to rotate anti-clockwise as both these scoring levels lie above target pivot axis 22 p so signals of movement alone do not identify the playfield level that has been scored on. Some extra information needs to be supplied to the electronics of an associated game controller which is also associated with a software program. This is easily done by installing pinball sensing sensors behind the uppermost target scoring faces T1″″, T2″″, T3″″, T4″″ within scoringly interactive aspect 217″″. Now when as a score is made within 217″″ and the target element movement is sensed and conveyed to the electronics of an associated game controller which is also associated with a software program the information identifying the uppermost scoring face is also conveyed and so the game controller can determine that the contact was made on uppermost playfield 220 and not middle playfield 219. As discussed in the outline of the first target assembly variant, it is equally possible to fit opposite target scoring faces R to this assembly. The same operating differences would apply and identification of which of the top two levels a score was made on could be determined in the same way too.

A third variant of the construction of the target assembly 17 is shown in FIGS. 45-48 as novel variant target assembly 317. While target assembly 17 has scoringly interactive aspects on two playfields all scoring faces only face one direction and in fact all current art targets such as target assemblies 18 and 19 shown in earlier figures are identical in this respect. However the variant target assembly 317 can also be scored on by a pinball approaching from an additional second opposite direction so contacting a second set of target scoring faces R. While this construction does not support play on more than one playfield the extra scoring faces, directions required for pinball approach and reset changing functionality included here have distinct advantages over current art target assemblies 18 and 19 by providing many extra scoring options and player challenge and interest. Furthermore the operation of the electromechanical mechanism 317′ within target assembly 317 is identical to that mechanism 17′ in target assembly 17. In this arrangement an auxiliary mounting frame 21A has been added to space the mechanism below the playfield. The only difference in scoring actions being that now contacting the target elements from their second side R will cause the target elements to move and rotate in the reverse direction during scoring than they would have during scoring contact at their first side previously. In addition to having more targets approachable from different directions all 4 previously defined reset procedures are equally valid and useable with target assembly 317 and so this can add even more variation to scoring requirements during a game and may require even more complex scoring rules within the game controlling software program to be followed to maximise scoring.

CITATION LIST

-   Oursler, B. et al. (1998). Wrecking Ball Play Feature for a Pinball     Game (U.S. Pat. No. 5,833,236). U.S. Patent and Trademark Office. -   Stellenberg, G. (2013). Pinball Machine with Configurable Playfield     (U.S. Patent No. 2013/0228970A1). U.S. Patent and Trademark Office. -   Garbank, R. (1982). Drop Target Assembly for Pinball Game (U.S. Pat.     No. 4,354,681). U.S. Patent and Trademark Office. -   Hooker, D. E. (1943). Game Apparatus (U.S. Pat. No. 2,318,394A).     U.S. Patent and Trademark Office. -   Roussille, M. M. (1965). Billard Mecanique (French Patent No.     FR1422335A). Ministere De L'Industrie, Republique Francaise -   Yingst, G. D. et al (1983). Pinball Machine (European Patent No.     EP0068451A2). European Patent Office 

1. A scoring device in the form of a single physical target assembly for a pinball game including; scoringly interactive aspects positioned on at least 2 different playfields spaced vertically within a pinball game; a target element that presents an associated scoring face into all scoringly interactive aspects; each scoring face being moveable when urged by contact with a moving pinball; and where movement of one scoring face produces a corresponding movement in its associated target element and a further corresponding movement in any other scoring faces connected to that associated target element.
 2. A scoring device as claimed in claim 1 where the moving target element pivots.
 3. A scoring device as claimed in claim 2 where the moving target element includes an aspect allowing its movement to be sensed.
 4. A scoring device as claimed in any preceding claim where movement of the target element aspect can be sensed without physical contact with it.
 5. A scoring device as claimed in claim 4 where the target element can be prevented from moving by a catch mechanism.
 6. A scoring device as claimed in claim 5 where the target element can be freed from the catch mechanism by a release means.
 7. A scoring device as claimed in any preceding claim where there is a plurality of target elements and catch mechanisms.
 8. A scoring device as claimed in claim 7 that is physically configurable within a single gameplay to require all targets to be scored on at one scoringly interactive aspect before scoring on another alternative scoringly interactive aspect is enabled by a catch mechanism and release means.
 9. A scoring device as claimed in any preceding claim where the availability for scoring or priming of any particular scoring face can be adjusted by operation of the catch mechanisms and release means during an active game.
 10. A scoring device as claimed in claim 9, that is configurable during an active game so that any one of the target elements of that single physical target assembly can register interaction with a pinball alternately and continuously on each of its alternately primed scoring faces and each interaction can result in a score without the other target elements of that single physical target assembly having registered any interaction with a pinball by operation of the catch mechanism and release means.
 11. A scoring device as claimed in any preceding claim that is physically configurable within an active gameplay to change the scoring strategy available to a player by operation of the catch mechanism and release means.
 12. A scoring device in the form of a single physical target assembly for a pinball game including; a scoringly interactive aspect positioned on a playfield within a pinball game; a double sided or paired set of scoring faces presented to this scoringly interactive aspect; the pair or set of scoring faces being associated with a supporting target element; any particular primed scoring face being scoringly moveable in its associated scoring direction by way of contact by a pinball appropriately directed towards that face; and that scoring movement creating a simultaneous movement of the associated target element that can be sensed by a sensor and generate a score for the player; and where after this scoring movement and unless reset that particular scoring face can no longer move in its associated scoring direction and so is not primed until a similar but opposite movement has been completed as a result of a scoring contact being made on its other primed double sided or paired scoring face by a pinball appropriately directed in relation to that other face.
 13. A scoring device as claimed in claim 12 where the target element can be prevented from moving by a catch mechanism.
 14. A scoring device as claimed in claim 13 where the target element can be freed from the catch mechanism by a release means.
 15. A scoring device as claimed in claim 14 where there is a plurality of target elements and catch mechanisms.
 16. A scoring device as claimed in claim 15 that is configurable within an active gameplay to change the scoring strategy available to a player by operation of the catch mechanism and release means.
 17. A scoring device in the form of a single physical target assembly for a pinball game including; scoringly interactive aspects positioned on at least 2 different playfields spaced vertically within a pinball game; a double sided or paired set of scoring faces presented to all scoringly interactive aspects; each pair or set of scoring faces being associated with a supporting target element; any particular primed scoring face being scoringly moveable in its associated scoring direction by way of contact by a pinball appropriately directed towards that face; and that scoring movement creating a simultaneous movement of the associated target element that can be sensed by a sensor and generate a score for the player; and where after this scoring movement and unless reset that particular scoring face can no longer move in its associated scoring direction and so is not primed until a similar but opposite movement has been completed as a result of a scoring contact made on its other primed double sided or paired scoring face by a pinball appropriately directed in relation to that other face.
 18. A scoring device as claimed in claim 17 where the target element can be prevented from moving by a catch mechanism.
 19. A scoring device as claimed in claim 18 where the target element can be freed from the catch mechanism by a release means.
 20. A scoring device as claimed in claim 19 where there is a plurality of target elements and catch mechanisms.
 21. A scoring device as claimed in claim 20 that is configurable by operation of the catch mechanism and release means within a single gameplay to require all targets to be scored on at one scoringly interactive aspect before scoring on another alternative scoringly interactive aspect is enabled.
 22. A scoring device as claimed in claim 21 that is configurable within an active gameplay to change the scoring strategy available to a player by operation of the catch mechanism and release means. 